6DOF would be ideal for race/flight/rollercoaster/mechrobot/.... simulations or games with the Oculus Rift.
The simulated G-forces of the platform would help the immersion and eliminate the nausea caused by the lack of G-forces the body expects in race/flight/...sims.
The only post I could find about this was from tronicgr http://www.mtbs3d.com/phpbb/viewtopic.p ... rm#p132813 where he says the platform movements won't interfere to much with the Rift tracker. I'm not to sure about this and I think even 'not to much' will make the sim/game unplayable.
The main programmer of http://x-sim.de/forum/portal.php is working on a solution to subtract the excess platform movements. I think his approach is to use platform position feedback and I'm not sure it will work that way. My idea was to use a second IMU/MARG sensor attached on the platform to subtract the excess platform movements, but as some posters on this forum suggested, this method will cause drift and latency.
So, the best solution is probably to deactivate the Rift tracker and use an optical system with base station attached on the platform to track the correct head orientation (+ relative position to the platfom). Maybe this will be possible with the positional tracking system of the consumer Rift ?
Is there anybody who has already tried the combination Rift + 6DOF motion platform and what software/ game/sim was used ?
Feel free to comment and/or make suggestions to the subject.
6DOF motion/stewart platform
Discussion of tools and products that add VR physicality. Samples include VR treadmills, special hand controllers, gesture technology and more.
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